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Depends on your mod setup of course. If you've got a mod that expands garrisons, then it probably won't. If you want to quickly see what this mod offers, enable Debug mode in the Mod Configuration Tool.
Only problem I've seen is that if a submod uses the dependency feature of RPFM and the submod has a higher priority than my mod, then it will overwrite my changes. There isn't anything I can do about that though.
Regardless, submods are up to other users to create since I don't user either of those mods. You are more than welcome to create one yourself.
compatible version?
@Gleen Cross No idea. Disabling the Cabal prevents a CTD I've had. I've not had the main invasion fail to spawn.
And suddenly, all Chaos factions are properly at war with everyone. So whatever happened now should have happened earlier, I think.
No desync btw!
No idea which mod is doing that now, if any! Why is peace with Chaos even a thing O.O
We just reached turn 120 btw, will post another comment about any potential game-ending invasion, assuming they are diplomatically inclined to attack :)
The other invasions were slightly more difficult to balance because they spawn closer to major factions (ie Dark Elves).
I'll take another look at Norsca if I do decide to make bigger changes but I wouldn't wait for that. Been working on my next project in WH3. Norsca was a bit of an afterthought and really only were added in because I realised something was needed to take back Norsca if the AI had taken over.
Agreed, that VH is the sweet spot. It was great to realise I could make the invasion more effective without just throwing more armies into the main invasion like other mods do.
The Bjornlings (Norscans) definitely have the most samey armies with the least variation so if you make an update in the future, maybe it would be good to take a look at them.
As for difficulty, on VH it seems just right :).
Puppets of Chaos are not at war with anyone for a while. Some were walking through the Empire without attacking. The others either disappeared or went straight south (east of the mountains). Hard to tell. They also don't appear in the diplomacy list. Double clicking their armies doesn't work, either. Right click - declare war works, though.
- Turn 94: "Warriors of Chaos" faction was destroyed. Not sure by whom, we've never seen them.
- Turn 96: Everyone is suddenly declaring on the empire (my friend) and I'm laughing hard. His desperation gives me energy.
- Random undercities are working. Pain in the butt, I love it. A wild Clan Pestilens army appeared around Black Crag, not sure where that confused rat is going.
And finally: SO. MANY. HORSES. An absolute NIGHTMARE for smaller cities.
Lovely mod!
Regarding the units, cause I really like TTC I've limited the use of late game units, the ones you described will appear though. There should be an archetype with a shaggoth for the late game invasion and one of the more common spawns should have one hellcannon.
The Fimir/Skinwolves will spawn but only when Mixu's TTL is installed because I use his Fimir Warlord. That said, thats the only archetype.
Heroes are unfortunately an annoying problem to solve. They're a lot more work to setup, spawn and embed in an army so I skipped them.
5. Both Servants of Chaos and Bjornlings are using little to no magic, i.e. they have no heroes in their armies at all so if the lord isn't already a spellcaster then no magic for the enemy.
6. FYI: Kazrak entered an alliance with Archaon, but Wulfrik has been fighting WoC since mid-game. Not complaining, just making notes.
1. The Doomtide fix seems to have worked :). No more spawns after the update.
2. It's now turn 130+ during Malekith's campaign. Due to geography I've been fighting Bjornlings and Servants of Chaos a lot and it's been quite a fun experience. On VH Chaos Invasion settings the number of armies seems just right. However, I think that they could use more variety.
3. During the "main" invasion Servants of Chaos have been using Chaos Warrios/Chosen, Forsaken, Chaos Knights and Chariots. All heavy metal, but that's it. No monsters. No hellcannons. No daemons. Could be fun to see some monstrous armies or armies with heavy arty support. Or at least a Shaggoth here and there.
The default value is on, so there is also a chance that something else in your load order has a script break before the MCT is initalised.
That said, I've pushed an attempted fix.
Let me know if it works.
Anyway, the first Norscan invasion has been quite fun so far. The Servants of Chaos aren't a big deal when playing as the DE but it's good that they spawn because the DE cannot feel completely "safe" when they secure their homeland.
I will provide more feedback when the campaign progresses further.
If you change the priority of Endgame Expanded in the mod manager to be above the sub mod, do the invasions spawn in debug mode?
99% of the time touching the load order is a bad idea but I think this is a 1% scenario.
I have deactivated the SFO submod for now and all is fine, except for the balancing of the flying deathmachine of course. Let's see how this situation develops.
I'll ask around and see if there is a way to fix this. For now though, don't use the thunderbarge patch.
I don't know if you or bainb can, want to or will fix it, but I'll comment on his modpage as well nontheless.
Thank you for your patience and your debug mode (and the mod of course :-) )!
One idea we had in the meantime was the order of the mods. At the beginning of the game, your mod was lower than his, maybe that's what messed it up.
I'll have a look at those debugging options though and will keep you updated if I find anything useful.
If the first wave didn't spawn it sounds like another mod is causing a script break. You should try with debug mode enabled to see if the invasion spawns.
However, when I disabled the vassal mod and still left this one on, I still got my turns frozen (maybe another, vanilla, dilemma?)
It would also explain why this happened every few turns on my Bretonnia campaign...